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C# BitReader.GetBits方法代码示例

本文整理汇总了C#中BitReader.GetBits方法的典型用法代码示例。如果您正苦于以下问题:C# BitReader.GetBits方法的具体用法?C# BitReader.GetBits怎么用?C# BitReader.GetBits使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BitReader的用法示例。


在下文中一共展示了BitReader.GetBits方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Deserialize

        public static ActorState Deserialize(int maxChannels, List<ActorState> existingActorStates, List<ActorState> frameActorStates, string[] objectIndexToName, IDictionary<string, ClassNetCache> classNetCacheByName, UInt32 versionMajor, UInt32 versionMinor, BitReader br)
        {
            var startPosition = br.Position;
            ActorState a = new ActorState();

            try
            {
                var actorId = br.ReadUInt32Max(maxChannels);

                a.Id = actorId;

                if (br.ReadBit())
                {
                    if (br.ReadBit())
                    {
                        a.State = ActorStateState.New;

                        if (versionMajor > 868 || (versionMajor == 868 && versionMinor >= 14))
                        {
                            a.NameId = br.ReadUInt32();
                        }

                        a.Unknown1 = br.ReadBit();
                        a.TypeId = br.ReadUInt32();

                        a.TypeName = objectIndexToName[(int)a.TypeId.Value];
                        a._classNetCache = ObjectNameToClassNetCache(a.TypeName, classNetCacheByName);
                        a.ClassName = objectIndexToName[a._classNetCache.ObjectIndex];

                        if ( !ClassHasInitialPosition(a.ClassName))
                        {
            #if DEBUG
                            a.KnownBits = br.GetBits(startPosition, br.Position - startPosition);
                            a.Complete = true;
            #endif
                            return a;
                        }

                        a.Position = Vector3D.Deserialize(br);

                        if (ClassHasRotation(a.ClassName))
                        {
                            a.Rotation = Rotator.Deserialize(br);
                        }
            #if DEBUG
                        a.Complete = true;
            #endif
                    }
                    else
                    {
                        a.State = ActorStateState.Existing;
                        var oldState = existingActorStates.Where(x => x.Id == a.Id).Single();

                        a.TypeId = oldState.TypeId;

                        a.Properties = new List<ActorStateProperty>();
                        ActorStateProperty lastProp = null;
                        while (br.ReadBit())
                        {
                            lastProp = ActorStateProperty.Deserialize(oldState._classNetCache, oldState.TypeName, objectIndexToName, versionMajor, versionMinor, br);
                            a.Properties.Add(lastProp);

            #if DEBUG
                            if (!lastProp.IsComplete)
                            {
                                break;
                            }
            #endif
                        }

            #if DEBUG
                        a.Complete = lastProp.IsComplete;
                        if (lastProp.Data.Count > 0 && lastProp.Data.Last().ToString() == "FAILED")
                        {
                            a.Failed = true;
                        }
            #endif
                        var endPosition = br.Position;
                    }
                }
                else
                {
                    a.State = ActorStateState.Deleted;

                    var actor = existingActorStates.Where(x => x.Id == a.Id).SingleOrDefault();
            #if DEBUG
                    a.Complete = true;
            #endif
                    var endPosition = br.Position;
                }
            #if DEBUG
                if (!a.Complete)
                {
                    // Read a bunch of data so we have something to look at in the logs
                    // Otherwise the logs may not show any data bits for whatever is broken, which is hard to interpret
                    br.ReadBytes(16);
                }

                a.KnownBits = br.GetBits(startPosition, br.Position - startPosition);
            #endif
//.........这里部分代码省略.........
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:101,代码来源:ActorState.cs

示例2: Deserialize


//.........这里部分代码省略.........
                case "TAGame.CameraSettingsActor_TA:ProfileSettings":
                    asp.Data.Add(CameraSettings.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "TAGame.Car_TA:TeamPaint":
                    asp.Data.Add(TeamPaint.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "ProjectX.GRI_X:GameServerID":
                    asp.Data.Add(br.ReadUInt32());
                    asp.Data.Add(br.ReadUInt32());
                    asp.MarkComplete();
                    break;
                case "ProjectX.GRI_X:Reservations":
                    asp.Data.Add(Reservation.Deserialize(versionMajor, versionMinor, br));
                    asp.MarkComplete();
                    break;
                case "TAGame.Ball_TA:ReplicatedExplosionData":
                    asp.Data.Add(br.ReadBit());
                    asp.Data.Add(br.ReadUInt32());
                    asp.Data.Add(Vector3D.Deserialize(br)); // Almost definitely position
                    asp.MarkComplete();
                    break;
                case "TAGame.Car_TA:ReplicatedDemolish":
                    asp.Data.Add(ReplicatedDemolish.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "TAGame.GameEvent_Soccar_TA:ReplicatedMusicStinger":
                    asp.Data.Add(br.ReadBit());
                    asp.Data.Add(br.ReadByte());
                    asp.Data.Add(br.ReadUInt32());
                    asp.MarkComplete();
                    break;
                case "TAGame.CarComponent_FlipCar_TA:FlipCarTime":
                case "TAGame.Ball_TA:ReplicatedBallScale":
                case "TAGame.CarComponent_Boost_TA:RechargeDelay":
                case "TAGame.CarComponent_Boost_TA:RechargeRate":
                case "TAGame.Ball_TA:ReplicatedAddedCarBounceScale":
                case "TAGame.Ball_TA:ReplicatedBallMaxLinearSpeedScale":
                case "TAGame.Ball_TA:ReplicatedWorldBounceScale":
                case "TAGame.CarComponent_Boost_TA:BoostModifier":
                case "Engine.Actor:DrawScale":
                case "TAGame.CrowdActor_TA:ModifiedNoise":
                case "TAGame.CarComponent_TA:ReplicatedActivityTime":
                case "TAGame.SpecialPickup_BallFreeze_TA:RepOrigSpeed":
                case "TAGame.SpecialPickup_BallVelcro_TA:AttachTime":
                case "TAGame.SpecialPickup_BallVelcro_TA:BreakTime":
                case "TAGame.Car_TA:AddedCarForceMultiplier":
                case "TAGame.Car_TA:AddedBallForceMultiplier":
                    asp.Data.Add(br.ReadFloat());
                    asp.MarkComplete();
                    break;
                case "TAGame.GameEvent_SoccarPrivate_TA:MatchSettings":
                    asp.Data.Add(PrivateMatchSettings.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "TAGame.PRI_TA:ClientLoadoutOnline":
                    asp.Data.Add(ClientLoadoutOnline.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "TAGame.GameEvent_TA:GameMode":
                    if (versionMajor >= 868 && versionMinor >= 12)
                    {
                        asp.Data.Add(br.ReadByte());
                    }
                    else
                    {
                        asp.Data.Add(br.ReadUInt32Max(4));
                    }
                    asp.MarkComplete();
                    break;
                case "TAGame.PRI_TA:ClientLoadoutsOnline":
                    asp.Data.Add(ClientLoadoutsOnline.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "TAGame.PRI_TA:ClientLoadouts":
                    asp.Data.Add(ClientLoadouts.Deserialize(br));
                    asp.MarkComplete();
                    break;
                case "TAGame.Team_TA:ClubColors":
                case "TAGame.Car_TA:ClubColors":
                    asp.Data.Add(br.ReadBit());
                    asp.Data.Add(br.ReadByte());
                    asp.Data.Add(br.ReadBit());
                    asp.Data.Add(br.ReadByte());
                    asp.MarkComplete();
                    break;
                case "TAGame.RBActor_TA:WeldedInfo":
                    asp.Data.Add(WeldedInfo.Deserialize(br));
                    asp.MarkComplete();
                    break;
                default:
                    throw new NotSupportedException(string.Format("Unknown property {0}. Next bits in the data are {1}. Figure it out!", asp.PropertyName, br.GetBits(br.Position, Math.Min(4096, br.Length - br.Position)).ToBinaryString()));
            }

            #if DEBUG
            asp.KnownDataBits = br.GetBits(startPosition, br.Position - startPosition);
            #endif
            return asp;
        }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:101,代码来源:ActorStateProperty.cs

示例3: Deserialize

        public static Frame Deserialize(int maxChannels, ref List<ActorState> existingActorStates, string[] objectIdToName, IDictionary<string, ClassNetCache> classNetCacheByName, UInt32 versionMajor, UInt32 versionMinor, BitReader br)
        {
            var f = new Frame();

            f.Position = br.Position;

            f.Time = br.ReadFloat();
            f.Delta = br.ReadFloat();

            if (f.Time < 0 || f.Delta < 0
                || (f.Time > 0 && f.Time < 1E-10)
                || (f.Delta > 0 && f.Delta < 1E-10))
            {
                string error = string.Format("\"Frame\" at postion {0} has time values that are negative or suspicious. The parser got lost. Check the previous frame for bad data. Time {1}, Delta {2}", f.Position, f.Time, f.Delta);
            #if DEBUG
                Console.WriteLine(error);
                f.Failed = true;
                return f;
            #endif
                throw new Exception(error);
            }

            f.ActorStates = new List<ActorState>();

            ActorState lastActorState = null;
            while (br.ReadBit())
            {
                lastActorState = ActorState.Deserialize(maxChannels, existingActorStates, f.ActorStates, objectIdToName, classNetCacheByName, versionMajor, versionMinor, br);

                var existingActor = existingActorStates.Where(x => x.Id == lastActorState.Id).SingleOrDefault();
                if (lastActorState.State != ActorStateState.Deleted)
                {
                    if (existingActor == null)
                    {
                        existingActorStates.Add(lastActorState);
                    }
                }
                else
                {
                    existingActorStates = existingActorStates.Where(x => x.Id != lastActorState.Id).ToList();
                }

                f.ActorStates.Add(lastActorState);

            #if DEBUG
                if(!lastActorState.Complete)
                {
                    break;
                }
            #endif
            }
            #if DEBUG
            if (lastActorState == null || lastActorState.Complete)
            {
                f.Complete = true;
            }

            if (lastActorState != null && lastActorState.Failed)
            {
                f.Failed = true;
            }

            f.RawData = br.GetBits(f.Position, br.Position - f.Position).ToArray();
            #endif
            return f;
        }
开发者ID:jjbott,项目名称:RocketLeagueReplayParser,代码行数:66,代码来源:Frame.cs


注:本文中的BitReader.GetBits方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。